Try to survive the Winter: A planquest in Fantasy Colonial America

Turn 12, Third Year after Union, Winter of 1610 : Daggers and lies
Time, stopped,
Life, stopped,
Sun and wards, banished,
It is our time.


As before, in a Winter Turn you do not play the settlement but the force of Winter trying to destroy Union.

So you will have to choose your project carefully, hoping Union's people can handle what is coming...


POV: An Old, Cruel Watcher

Ever-juicer, ever-stronger, ever-brighter, a mote of light in the dark…
One that Winter would crush, if it was not otherwise distracted, by spears in the West, by a foe of eld stalking the wilds, by others wars and others conflicts.
But Winter has many toys and many puppets, and those who take them are slowly learning of the new foe that await them.
It is not funny, that those who betrayed all they were out of fear of a cruel future are facing those that, despite all their betrayal, could bring the terrifying visions those that were once wise saw at the height of a Winter past ?

Truly, there are many new joys to be found in this pleasantly tumultuous time…

Ah, but let's see if the morsels in their little town can handle a time of daggers and lies.

Importance: Minor
Attention: Divided


Attention represents how much the local forces of Winter are focused on Union, and will vary depending on local events and the settlement's actions.


Winter Dices (need to be all attributed):

4 Hunger Dice:
Hunger is the unfillable pit, ever reaching for more to devour. Its corruption enslaves to needs and desires, until a man is ready to murder those he loves for a better meal. Hunger's thralls are ravenous and direct, reaching tirelessly for more flesh and more soul.
3 Cold Dice: Cold is the emptiness beyond, slowly eroding away all things good. Its corruption drains its victims, until they are but empty puppets. Cold's servants are fragile, subtle things, striking with ambushes and traps, and preferring to act on the longer term.
2 Tribute-Takers Dice : The Tribute-Takers, those who sold their souls for powers and exchanged curses for life, have grown to see the Union as a threat. They are not yet ready to assault the town in force, but they will not let good people go unharmed.

Red actions are Hunger exclusive, blue Cold exclusive, and all dice can be used on White actions. The dice used will change the result of the actions, due to the differences between Hunger and Cold.
Tribute-Takers Dice can only be used on Tribute-Takers actions.


Harshness Dices: 5
Harshness Dices represent how much of the harshness of the season is handled by the settlement, Union. Every Harshness Dice unused this turn will be rolled on actions that strengthen Winter or attack a far-away faction.
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Preparations
During Winter, Preparations and morale shall be tested. Each preparation has specific assets, representing what has been done to ready the people. Try not to roll over them. You will know of the pool of last year, and of the changes done to them during the year. But you shall not know their specific value this year until they are tested.

Food
Last Winter Food: 100 (Full Harvest) + 25 (The Four Sisters)+10 (The Wilds)+40(Lord's Meat)+40(Fish)+25(Gathering) -25(Feeding the Escapee)=215

Changes : - Newcomers, - Increased population, - No more Lord's Meat
+ Poultry, +Deers Herd, +Massive Harvest, +Better food preservation, +hunting and gathering


Heat
Last Winter Heat = 75 (Abundant Fuel) + 35 (Basics Homes) + 15 (Fireberries)+ 40 (Furs+Lord's Furs) + 15 (Winter Clothing) – 25 (Warming the Escapee) = 155


Changes : - Newcomers, - Increased population
+ Winter Clothing, + Baby Blankets, + True Houses, + Poultry, +Rites of Burning, + Charcoal


Knowledge
Last Winter Knowledge: 25 (Learned ones) +40 (Abundant Herbs)+5 (Fireberries) + 10 (Razorweed infusions) + 10 (Lord's Trophies) + 10 (Curse Lore) + 10 (Ashes reserves) + 10 (Tribute-Takers Lore) + 15 (Failure's Wisdom)-25 (Escapee to Heal)= 110

Changes : - Newcomers, - Increased population, - No more Lord's Trophies, - The Wounded
+ Curse Breaking, + Patterns of Protection, + Apothecary, + Hospital, + Tobacco, + Silver Razorweed, +Rites of Burning, +Ashes coating and paint, + Murderer's Roots, + Roteater Worms, +Flesh Traps, +Rite of Peaceful Rest and Rite of Awakening


Defense
Last Year Defense: 125 (Trained Militia) + 25 (Steel and Gunpowder) + 25 (Cannon) + 60 (Stockades and ditch) + 15 (Escapee Warriors) + 30 (Steel-armed Skirmishers) + 10 (Razorweed) = 290

Changes : - Newcomers, - The Wounded, -Herd and Poultry, + Enhanced Training, + Some steel weapons, + True Houses, + First Hedge, + Silver Razorweed, +Ashes coating and paint, + Animals shelters, + Champions


Morale
: 70/100, Ready and Willing (reduce chance of negatives event, +3 to all Union dice, +1 Generic Workforce Die)
Increased Unity in Union, syncretic cult spread, presence of unincorporated group (Newcomers)


Counters :

Counters are special assets that will trigger roll-off against Winter's assault when special events are triggered or the polls are rolled over.

Sara Smith: Morale leader, spirit-sensitive, great affinity with the dead. Death Singer. She has grown in power, and has servants bound to her.

The Mourners: Affinity with the dead. Without fear. Death Singer. They have grown more numerous.

Freed's help : Defense against incorporeal threats, early warnings for those that can hear them.

Warrior's Son : Skilled warrior and commander, trained for raid and monster-hunting. The Father's Help, and a new talent for Death Singing.

Andreyas Sarsas : Skilled warrior and commander, trained for direct combat and war against men. Blood of Solomon.

Failure : Weak, but experienced sorcerer and wise man.

Alexandre de Montfaucon : Learned noble, faithfull raised by the Lazarites, cursed watcher of the occult.

Malcolm Stewart : Wild, beastlike hunter of monsters
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Winter's Actions


Influence

Whispers on the winds, strings seeking new puppets. So many bright light to extinguish, so many vessels to take…


[Automatic, no dice needed] The Hunger
Hunger gift to all for the season. All shall grow ever more mindful of their stomach. One meal missed, and they shall grow jittery, quick to anger and envious of their fellows. One day without food, and they shall look at those around them, wondering, what taste is their flesh? I hope there is enough in the larder for all!

-[] Endless Pit : Hunger shall take from every morsel, folks needing more food to feed themselves and satisfy their appetites. Will full larder be enough, I wonder?

-[] Seed of Greed : A seed, planted for a later harvest. Of greed and ravenous desire, to root and feed on unity and selflessness. It merely needs appropriate minds to blossom…

-[] Revolt of the Primal Flesh : There is an hunger in every parts of the body, latent, to return to their primal, formless state, to stop acting as organs, and to spread like a devouring plague.
With encouragement, the flesh of the things in the little town could more easily return to this base, devouring state.



[Automatic, no dice needed] The Cold
Cold gift to all for the season. A ceaseless gift of cold and snow, enough to kill a man grow in half of an hour. Woes to the unprotected.

-[] Boundless Generosity : Truly, this Winter is generous, with more snow than one can handle! Enough snow to cover the land, to bury the walls, maybe enough to break the roof, and spread for the enjoyment of all!

-[] Seed of Selfishness : A seed, planted for a later harvest. Of fear and uncaringness, to root and to feed on unity and trust. It merely needs appropriate minds to blossom.

-[] Extinguish Hope : The things of the town burn bright, hearts filled with resolve, with hope, with a belief they could triumph. Those lights shall be extinguished.


[Automatic, no dice needed] Sunless Days
The gift of Winter, shade until the season is over. In this long night, no plant shall grow, no rays shall guide men's way. Enough time without the sun, and people shall weaken in body and mind, until illness can feast easily upon them.
-[] Wither away: The weakness of the sunless time shall attract worms and rots, until the very walls of men's homes crumble away under the feast of the crawling mass.

-[] A Rider upon a Pale Horse: At home in the darkness, illness shall spread in drove amongst the weak. Humans shall bleed, and cough, and empty themselves, fever will devour them whole, and minds shall be haunted by madness.

-[] A gift from the Old World : Greedily taken by Winter where the ills off a far away land. Delightful illness, ready to spread on people unprepared for them…. This action shall one Winter be taken automatically. Smallpox shall spread.


[] Promises and half-truths.
Winter like servants under chains almost as much as fearful prey. It is maybe time to offer some morsels to the sufferings and see how long they resist before they bow before new masters.
Pray tell, who shall endure Winter's advances?
-[] Sara Smith: Beloved by the dead and living, so young and already filled with power. A tasty treat, to be given much and offered more, until she breaks and bow. Even more now that she grows ever stronger.

-[] The Warrior's Son : A brave warrior, one who could one day walk the wilds alone and slay many beasts. One who is hungry for strength and respect. What bargain would he accept to obtain what he wants, I wonder ?

-[] The Prince : Exterior pride, inner weakness, strength of body, flaws of the soul. What would the Prince do to see the land of his birth ?

-[] Failure : Weak, scared, wise and filled with knowledge. One who mastered crafts that we never tasted. Lies and promises will do nothing to this one, but would he be able to resist the temptations of knowledge and mysteries ?

-[] The Leeper : Outsider amongst outsiders, wounded among the scarred, faithfull among those who follow another path. We shall offer him his lord, and take what he knows and what he is.

-[] A Hunter : Instincts and strength, most of what we could use already ripped away. It will not hear our offers, or listen to our words, but perhaps we could inflame his fear and anger, until it become our unwilling instrument.

-[] The Council: The old, the wise, the respected. Tormented by the pain of age and old wounds. Will they turn their wisdom against the many, to lessen their own pain?

-[] The Weak: Those with broken will and weakened souls. First you find them, then you twist them, and then you have puppets a plenty.

-[X] The Newcomers : Weak, untouched, barely prepared, ripe for the taking… 1 die must be attributed to this project.

-[] : The Yongs :
Is there something more vulnerable, more beautiful, more delicious than a fresh, untouched child ?​


Servants
Now, we shall send the unseen and unfelt, our hidden blades, to strike and kill were the mighty and the many failled.


[] Of Cold and Shadows
The lesser shades of the cold land, as fragile as silk's weave, but as silent and discreet as a shadow. They will come, hidden, and drop themselves as a cloak on wary shoulders, luring one to a long sleep as they draw all warm from their bodies.

[] Darkest Mists
Clouds of utter nothingness, spreading like mists, those trapped in them facing the cruel cold and emptiness of the void. Slow and repulsed by fire and light, yes, but stealthy, silent and deadly.

[] Fleshless, Remorseless
Now fresh souls for this Season? Well, old shall do the tricks. A few, trusted and desperate ghostly servants, having long lost remnants, names, and memories. Those formless ones shall be sent, and they shall try their best to find a face, a body, and a name anew, be it from the living or from the dead.

[] The Falses
Fragments of nightmares brought into the world, terrifying monsters that can appear out of nothing and kill with sheer terror…but nothing else. Beyond the fear they cause and how they may distract, the Falses are nothing but illusions, mere unexpected results of this season's terrors.

[] The Drinkers
Small, so small that the eye can easily miss them, are the subtle servants of Hunger. Floating motes of parasitic flesh moving on the winds, seeking to penetrate flesh and to gorge on fresh blood, spreading poisons that weaken mind and body.With enough time, they will breed…

[] Changing Flesh
Hunger and consumption in a lump of moving flesh, able to devour all blooded things, to absorb them and imitate their forms. So are the Changing Flesh, and Hunger as more than a few.


The Tribute Takers (Can only be taken with Harshness or Tribute-Takers dices)
The favorite toys are still distracted, but they can feel a threat when they see one.

[] Lone Hunter
A lone one, seeking something precious and portable to bring back to its master. He shall slip into the homes of the unaware and take what will bring him fame. Some learned mind? Gunpowder? A precious slave? Who knows?

[] Shadow's Gaze
One of those that has grown powerful and fat on trade and pillage. Hidden in their dark lodge, they no longer expose their shadowy flesh to untainted light and air. And always they hunger.
Let a dreadful gaze fall on the pitiful, and let a shadow invade minds, seeking secrets and might ripe for the taking.

[] Omens and preparation
Scouts in the dark, faceless sorcerers gazing through dark waters, a priest bound with thorns. The Tribute-Takers prepare, seeking flaws to use, assets to take, paths of powers to walk.

[] To spoil and to take
Things made for labor guided by shrewd overseers, ready to take from the lands and the fields around the little town, to ensure their harvests will be lessers, and their prey poisoned.

[] A Duel
A thing made sharp and cruel, a soul turned into spearpoint, hosted in decaying flesh. One of the warriors of the mind and spirit, sent to find worthy prize to defy and bring back to their maker, ready to drag out screaming soul from still warm flesh.

[] Remnant of Kinship
All that were bound by the Federation were, in some ways, kin. Such a bound does not easily disappear, even if the Takers are loath to weaken again their hidden trump card. After all, this is how the Takers could crush and enslave so many.




Distraction
How wonderfull, more toys for Winter to take and break...
With how the little town is gathering, soon their little alliances will attract more than a fragment of Winter's attention...
As you earn allies and friends, and bind them with Union, The burden of Winter (and the dices of the Winter turn) may be shared with them.
Beware ! Overburdening an ally may have drastic consequences for them.

[] Siege Deadtown
A town for the fallen, when they may waste their existence in a simulacrum of their pasts, but one with defense and new protectors.
The forces of Winter desire still to chain the deaths, and so they may send their minions to enslave them again.

[] Assault the Green
In the Wilds lie the trees, lovers of sunlight. A quite boring kin, but their thwarting of Winter's efforts had angered it, especially now that they besieged some of Winter's toys. So the legions may come to strike the green wood when they are their weakest.

[] Finish of the Sheperds
Beasts should stay in their place, as prey or instruments. Let us remind the Shepherds of this, and ensure those that retain their minds also remember pain.

[] A Witch's Visit (maximum 1 Die)
The pitiful have survived, and grown stronger. They now hold souls strong and mind wises. Perhaps it is time to pay them a visit ? The Witch will not stay put forever, not when an ever-shiner new thing attract her gaze.
The Witch will come to Union, and proclaim a Challenge, to prove Union's worth. Succeed, and the Witch's home and bargains will be open to you. Do not fail.

[] A favor from the Eyeless (Consume favor of the Eyeless Lord)

A mere word from the Girl, and the mad thing in the tower will thwart Winter's plan for the season. This things could easily deal with four or five of Winter's tokens.

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12 Hours Moratorium
After the many, after the strong, it is time for the subtle !
Witch make me things, after the results post and before the Spring Turn, it will be times to update the Bestarium with all the beautiful things Union has met this year.
 
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Oh blegh, and I'm about to go to sleep where I am. Moratorium might be over before I wake up. Any chance it could be made longer?

-[] Revolt of the Primal Flesh : There is an hunger in every parts of the body, latent, to return to their primal, formless state, to stop acting as organs, and to spread like a devouring plague.
With encouragement, the flesh of the things in the little town could more easily return to this base, devouring state.
Oh dang, this sounds like, Magically-induced cancer? Honestly it's just one more horror to a list, but the idea fascinates me.

Oh, and a die on Promises and Half-Truths directly slated for the Newcomers. Can't say I'm surprised.

Oh, and spirit-heavy this time. Again, expected, but the near-total lack of corporeal combatants is troubling. Still, we do have options...

[] Remnant of Kinship
All that were bound by the Federation were, in some ways, kin. Such a bound does not easily disappear, even if the Takers are loath to weaken again their hidden trump card. After all, this is how the Takers could crush and enslave so many.
Well, this would suck but uh...I just had a thought. We were planning on taking Smallpox, which hits our Native Dice.

If we do this at the same time, might there be a possibility that the Tribute-Takers end up taking in something they weren't expecting or wanting?

And either way, getting knowledge about the "trump card" sounds useful at this early stage. Especially since they seem slated to throw it at us anyway with the main attack.
 
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[ ] Plan Incomplete Draft
-[ ] The Endless Pit, 2 Hunger dice
-[ ] Boundless Generosity, 1 Cold die
-[ ] Extinguish Hope, 1 Cold die
-[ ] A gift from the Old World, 1 Harshness die
-[ ] Promises and Half-Truths
--[ ] The Newcomers, 1 Harshness die
-[ ] Darkest Mists, 1 Cold die
-[ ] The Drinkers, 1 Hunger die
-[ ] A Duel, 1 Tribute-Takers die
-[ ] Remnant of Kinship, 1 Tribute-Takers die
-[ ] Siege Deadtown, 1 Harshness die
-[ ] Assault the Green, 1 Harshness die

Remaining dice: 1 Hunger Dice, 1 Harshness Die

Okay, a very incomplete plan before I sleep. Taking on things I think we can handle or want to rip off the band-aid for, and going minimalistic on for the Tests for now until there's word on how much we're will.

2 on Hunger Test, 2 on Cold Test. One of the Cold dice on Extinguish Hope because that's hit Morale, and we auto-pass a Morale test. But I could see going for 2x on Generosity instead, because right now it seems that the main attackers are spirits that won't be that inhibited by mundane fortifications and so some damage to buildings is acceptable.

1 die on Smallpox, as planned. 1 on Newcomers, because it's mandatory.

1 die on Darkest Mists, because vulnerability to Fire sounds great when we just empowered Union's fires, and as a Cold minion it's vulnerable to Silver Razorweed.

The Drinkers because the Roteater Worms sound like a perfect direct counter to them.

For the Tribute-Takers, I put 1 die on A Duel because we have multiple "fight good" Counters. Specifically, I think Andreyas plus maybe a bit of backup from the Hunter will turn this Duelist into salsa. Remnant of Kinship for similar to Smallpox bandage-ripping purposes. Speaking of, I have a slight hope that maybe it plus Smallpox will inflict anti-synergy and cause trouble for the Tribute-Takers. Am willing to be convinced to avoid it though, if people would rather wait.

And a Harshness die on Deadtown and another on the Green. We know Deadtown can handle one, and after the big help we gave the Sun-Loving, they should be able to weather a single die without getting pushed too hard.

And that leaves 1 Hunger and 1 Harshness die, and I'd like opinions on where they go or what changes to make, because right now I'm going to sleep.
 
[] Darkest Mists
Clouds of utter nothingness, spreading like mists, those trapped in them facing the cruel cold and emptiness of the void. Slow and repulsed by fire and light, yes, but stealthy, silent and deadly.
This one I like, yes it is a horror but it has a clear means of being fought. This will foster some paranoia and make people burn through fuel faster.

[] Changing Flesh
Hunger and consumption in a lump of moving flesh, able to devour all blooded things, to absorb them and imitate their forms. So are the Changing Flesh, and Hunger as more than a few.
Is it just me or does this sound like the Thing from the movie The Thing?
 
[] A Witch's Visit (maximum 1 Die)
The pitiful have survived, and grown stronger. They now hold souls strong and mind wises. Perhaps it is time to pay them a visit ? The Witch will not stay put forever, not when an ever-shiner new thing attract her gaze.
The Witch will come to Union, and proclaim a Challenge, to prove Union's worth. Succeed, and the Witch's home and bargains will be open to you. Do not fail.
Ah. Uh, hmm. Considering using a Question to figure out if her Challenge is what I think it probably is. Because we'll, seems she's another "coming sooner or later", and a Question could help figure out if Sooner is Better. I'll see what others think on that when I wake up.
 
Never made one of these before thought I'd take a shot at it. Tell me if I've done something wrong.

[><] The Hunger
-[] Revolt of the Primal Flesh : There is an hunger in every parts of the body, latent, to return to their primal, formless state, to stop acting as organs, and to spread like a devouring plague. With encouragement, the flesh of the things in the little town could more easily return to this base, devouring state.
--1 Hunger Die.
[><] The Cold
-[] Extinguish Hope : The things of the town burn bright, hearts filled with resolve, with hope, with a belief they could triumph. Those lights shall be extinguished.
--1 Cold Die.
[><] Sunless Days
-[><] A gift from the Old World : Greedily taken by Winter where the ills off a far away land. Delightful illness, ready to spread on people unprepared for them…. This action shall one Winter be taken automatically. Smallpox shall spread.
[] Promises and half-truths.
-[] Failure : Weak, scared, wise and filled with knowledge. One who mastered crafts that we never tasted. Lies and promises will do nothing to this one, but would he be able to resist the temptations of knowledge and mysteries ?
--1 Harshness Die.
-[] The Leeper : Outsider amongst outsiders, wounded among the scarred, faithfull among those who follow another path. We shall offer him his lord, and take what he knows and what he is.
--1 Harshness Die.
-[] A Hunter : Instincts and strength, most of what we could use already ripped away. It will not hear our offers, or listen to our words, but perhaps we could inflame his fear and anger, until it become our unwilling instrument.
--2 Hunger Die.
-[><] The Newcomers : Weak, untouched, barely prepared, ripe for the taking… 1 die must be attributed to this project.
--1 Harshness Die, 1 Cold Die.
[] Servants
Now, we shall send the unseen and unfelt, our hidden blades, to strike and kill were the mighty and the many failled.
-[] Of Cold and Shadows : The lesser shades of the cold land, as fragile as silk's weave, but as silent and discreet as a shadow. They will come, hidden, and drop themselves as a cloak on wary shoulders, luring one to a long sleep as they draw all warm from their bodies.
--1 Cold Die.
-[] The Falses : Fragments of nightmares brought into the world, terrifying monsters that can appear out of nothing and kill with sheer terror…but nothing else. Beyond the fear they cause and how they may distract, the Falses are nothing but illusions, mere unexpected results of this season's terrors.
--2 Harshness Dice.
-[] The Drinkers : Small, so small that the eye can easily miss them, are the subtle servants of Hunger. Floating motes of parasitic flesh moving on the winds, seeking to penetrate flesh and to gorge on fresh blood, spreading poisons that weaken mind and body.With enough time, they will breed…
--1 Hunger Die.
[><] The Tribute Takers (Can only be taken with Harshness or Tribute-Takers dices)
-[] Omens and preparation : Scouts in the dark, faceless sorcerers gazing through dark waters, a priest bound with thorns. The Tribute-Takers prepare, seeking flaws to use, assets to take, paths of powers to walk.
--1 Taker Die.
-[] Remnant of Kinship : All that were bound by the Federation were, in some ways, kin. Such a bound does not easily disappear, even if the Takers are loath to weaken again their hidden trump card. After all, this is how the Takers could crush and enslave so many.
--1 Taker Die.

4/4 Hunger Dice used
3/3 Cold Dice used
2/2 Taker Dice used
5/5 Harshness Dice used
 
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Ah. Uh, hmm. Considering using a Question to figure out if her Challenge is what I think it probably is. Because we'll, seems she's another "coming sooner or later", and a Question could help figure out if Sooner is Better. I'll see what others think on that when I wake up.
I think that a question here is a good investment, knowing about the witch's challenge, its potential rewards, and if victory comes with any strings attached would be great...
 
One of the Cold dice on Extinguish Hope because that's hit Morale, and we auto-pass a Morale test. But I could see going for 2x on Generosity instead, because right now it seems that the main attackers are spirits that won't be that inhibited by mundane fortifications and so some damage to buildings is acceptable.
Thing is that we're probably already going to have to deal with a Morale check courtesy of Whispers and Half-Truths. I'd rather do Boundless Generosity or Of Cold and Shadows.
1 die on Darkest Mists, because vulnerability to Fire sounds great when we just empowered Union's fires, and as a Cold minion it's vulnerable to Silver Razorweed.
Darkest Mist might be a Cold check though. Again, I'd rather do Boundless Generosity or Of Cold and Shadows, which are known quantities.
The Drinkers because the Roteater Worms sound like a perfect direct counter to them.
Unfortunately, I can see them synergizing heavily with smallpox (especially in terms of breaking quarantines), so maybe save it for next year. What about Fleshless, Remorseless instead? We know it tests Defense, which you're kinda underutilizing imo. If you don't want to risk the Blades, maybe Changing Flesh instead?
Remnant of Kinship for similar to Smallpox bandage-ripping purposes. Speaking of, I have a slight hope that maybe it plus Smallpox will inflict anti-synergy and cause trouble for the Tribute-Takers. Am willing to be convinced to avoid it though, if people would rather wait.
If the Takers catch smallpox then they'll probably just "gift" it elsewhere. I'd much prefer waiting until we have at least one Forceful Reciprocity action done before taking it. Maybe another Gift-holder or Gift-Breaker as well. One defused landmine is enough this Winter.

I'd rather do To spoil and to take. You mentioned not liking the lack of corporeal combatants, and I do think those qualify. Worst case scenario, damage to the fertility of our soil can be repaired, and our livestock is protected. Hell, I might even be willing to place two dice on that sucker. We do have a Harshness die free after all. It sounds like you were considering using it on the Witch, but we can free up another by using Hunger on Promises instead.

Now, it's time for me to try and get some shuteye.
 
If the Takers catch smallpox then they'll probably just "gift" it elsewhere.
I don't think they will be able to get rid of it that way. They will be able to spread it, sure, but it will still play merry hell on their numbers. Smallpox was a disease that could wipe entire native tribes, if it were that easy to get rid of it wouldn't get its own action.

And unlike us, they won't know what the disease is at the beginning.
 
Never made one of these before thought I'd take a shot at it. Tell me if I've done something wrong.

The plan layout looks wrong, the vote counter probably won't be able to tally that.
One working example would be something like:
[]plan name
-[]hunger
--[] Endless Pit X4
-[]cold
--[] Boundless Generosity X3
-[] etc etc

Essentially just make sure to only have the plan name be without - infront of it.
 
I don't think they will be able to get rid of it that way. They will be able to spread it, sure, but it will still play merry hell on their numbers. Smallpox was a disease that could wipe entire native tribes, if it were that easy to get rid of it wouldn't get its own action.

And unlike us, they won't know what the disease is at the beginning.
It's not that "regifting" smallpox would be easy. This sort of black magic is pretty much the raison d'être of the Tribute Takers, so they would just make it look easy.
 
Wonder if they could do the thing in some manhwas like using a cow or pig that was infected with smallpox to inoculate the people
 
It's not that "regifting" smallpox would be easy. This sort of black magic is pretty much the raison d'être of the Tribute Takers, so they would just make it look easy.
The thing is that "regifting" smallpox will probably not give an immunity to it, so it will just come back. It is like if someone got you a bad gift, you threw it away, told them you enjoyed it, and they got you another. The only way to get through is to bite the bullet and struggle through smallpox.

The good part, it would be hell on the Tribute-Taker's gift economy. The bad part, they suddenly really need some tributes that are resistant to smallpox (Europeans.)
 
We also have to remember that next year is our "fuck the Tribute Takers" year with us doing a lot of the raids.

So having them weakened by Smallpox would come in handy,
 
The thing is that "regifting" smallpox will probably not give an immunity to it, so it will just come back. It is like if someone got you a bad gift, you threw it away, told them you enjoyed it, and they got you another. The only way to get through is to bite the bullet and struggle through smallpox.
Or they could just "trade" the immunity from smallpox survivors for additional "gifts".
The good part, it would be hell on the Tribute-Taker's gift economy. The bad part, they suddenly really need some tributes that are resistant to smallpox (Europeans.)
The really bad part, if they get infected with smallpox they will spread it around to every tribe they can find through their "gifts", both to buy themselves time and to share the pain around.
We also have to remember that next year is our "fuck the Tribute Takers" year with us doing a lot of the raids.

So having them weakened by Smallpox would come in handy,
I don't think screwing over the Tribute Takers like that is worth screwing over most, if not all of the sane tribes in the region. Especially not when we've put so much time and effort into stacking the deck already.
 
I'm inclined to chose the witch, but it's more curiosity than reasonable risk management. I'm also inclined to take at least 1 endless pit, because we have a lot of food.
 
I'm inclined to chose the witch, but it's more curiosity than reasonable risk management. I'm also inclined to take at least 1 endless pit, because we have a lot of food.
I think we can safely put two dice on endless pit, with maybe a third without getting too risky given the size of our harvest and new food preservation methods.

Anyways, I've found a potential option to take. What do folks think about putting a die on The Falses? I'm not crazy about the way they kill, as it could damage Morale, but the Murderer's Root should help us out here. The biggest issue is that we don't really know if it's a Defense or Knowledge check. It's probably the former, but if it's the latter, then we could be in trouble given that we're taking smallpox this Winter.
 
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